Stellaris
Extra Ship Components NEXT
1,047 件のコメント
Little Tee 5月26日 12時50分 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 5月25日 18時22分 
I could and probably should check in a test game though
PJ_2005 5月25日 18時21分 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...
NHunter  [作成者] 5月25日 16時20分 
In your current game or at all (as in, it's not available even after using "research all technologies" option in debug menu)?
PJ_2005 5月25日 16時10分 
(for the record This is most certainly not the only mod I am using)
PJ_2005 5月25日 16時09分 
i cant seem to get psionic weapons despite being a psionic empire :(
TotalCarnage 5月25日 8時12分 
@nyyfandan I would also like to know of something like this! If you find something let me know!
NHunter  [作成者] 5月25日 2時58分 
MOD UPDATE:

- Add point-defense weapons for domesticated space fauna and bioships.
- Add tooltip to standard bioship armor componentss to show that they do possess some armor regeneration.
- Update resource costs for archaeotech components.
- Update resource costs for armors components.
- Update resource costs for biological components.
- Fix missions weapon_type_space_fauna tag for biological weapons for domesticated space fauna.
- Fix a bug that caused archaeo PD weapons to be available for weaver bioships.
- Fix a bug with L and XL nanite-augmented dragonscale armor for domesticated space fauna being allowed only for countries using bioships.
nyyfandan 5月22日 10時52分 
Does anyone know of a submod (or a mod setting I'm not seeing) that makes techs more strict to unlock? For example, only allowing Bio Material to be usable by organic ship empires, or the Psionic weapons to only be used by Psionic empires, etc?
mel8887 5月22日 7時40分 
The first and second image links are giving 404 errors
xtera907 5月21日 20時21分 
Thank you!
Just imagining the amount of work you do makes me giddy, especially considering how many changes there were in the update from 3.12 to 4.0.
NHunter  [作成者] 5月21日 10時34分 
@Seraph , I'm testing out a new set of inline_scripts and script_value / scripted_variables to auto-generate proper component costs and upkeeps. Currently applied to newest version of ESC reactors. It seems to be working fine. Will see about applying to all things in the mod.
NHunter  [作成者] 5月21日 10時29分 
MOD UPDATE:

- Add missile weapons for domesticated space fauna and bioships.
- Add amoeba strikecraft and scourge strikecraft for domesticated space fauna.
- Adjust prerequisites for plasma missile technologies to account for the fact that bioship empires do not have access to regular missiles.
- Adjust potentials of some missile and strikecraft technologies to ensure bioship empires have access only to technologies they can actually use.
- Adjust reactor power outputs and re-do their inline_script (again).
- Fix issues with some archaeotech component costs.
- Fix pop count triggers.
NHunter  [作成者] 5月21日 10時28分 
@Tal'Raziid, it's a rather tedious process on the coding side. Plus I do custom icons for bioship versions for more than a few components - that also takes time.
Tal'Raziid 5月20日 16時07分 
Are bioship components slow-going to add because its difficult, or just tedious?
the abominable marty 5月20日 12時17分 
oh my god i have been playing this mod for like a year and i only just noticed that the super advanced psionic field's name is the A T field i didn't notice that for this entire time
Seraph 5月18日 14時39分 
@NHunter I forgot to say, what about early game? it would cause problem to have to build up an alloy economy for the beginning of the game and then have to change everything once ESC tier of component arrive .
Seraph 5月18日 14時33分 
@NHunter
hmm, I can see what theme you're going for, it's weird that the ship cost food only while the component cost food and alloy I guess paradox didn't want to remove the alloy production cycle for bioship, but I think that food as the main upkeep cost makes more sense than energy
NHunter  [作成者] 5月18日 12時40分 
@TotalCarnage, no, no restart will be necessary.

@Seraph, I'm doing away with alloy costs AND upkeep instead. ESC bioship components cost only food/minerals instead. I felt like that is more thematic. If people feel like I should follow on vanilla alloy/food split cost with no energy upkeep, I'll change it.
Seraph 5月18日 11時51分 
Thanks for the update,we know and appreciate it's a ton of work . I would like to report an issue with the upkeep of the ESC tier of component, bioship armor/shield in vanilla have a larger food upkeep with a smaller alloy upkeep, but the ESC tier ones have a larger energy upkeep and a smaller food upkeep .
Bioship are not supposed to have an energy upkeep at all, it's part of what makes them different .
TotalCarnage 5月18日 11時22分 
Are the new bioship components gonna require a restart?
NHunter  [作成者] 5月17日 13時08分 
MOD UPDATE:

- Add shielding armor components for domesticated space fauna and bioships.
- Add archaeo components for domesticated space fauna and bioships.
- Fix issues with some juggernaut reactors' cost.
Genevieve 5月16日 9時14分 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [作成者] 5月16日 8時14分 
I'm slowly updating for bioships. It's a... process.
Genevieve 5月16日 3時00分 
Excuse me Dev. I'm curious: will there be a chance for a redone of Armor and other components for Bioships? Because from what I see, it doesn't give Armor Regen when Armor under 50% like the vanilla ones and some stuff (like the strike crafts) hasn't yet have any bio variants. It doesn't have to be immediate. Even a plan is more than enough.
Naraxa 5月15日 17時17分 
Have you considered adding new Behemoth Mutations? They're basically empire modifiers you gain from completing a special project for the Behemoth Crisis
bagr 5月13日 14時47分 
Thanks for the update!
NHunter  [作成者] 5月13日 11時07分 
maybe when I'm done with the component types that are already in the mod.
Lyv 5月13日 10時50分 
Would it be possible to consider adding an ESC-tier version of the Energy Siphon? Given that ESC-tier variants of Lightning and Amoeba Flagella already exist, I believe an upgraded Energy Siphon could greatly enhance the viability and diversity of Space Fauna-based fleet builds.
NHunter  [作成者] 5月13日 10時13分 
MOD UPDATE:

- Fix strategic resources jobs. Again.
- Update XL armors for bioships.
- Change ai-weight code to generalized inline for armors.
- Add shield components for domesticated space fauna and bioships.
- Update list of shields that (don't) work with stealth to include domesticated space fauna and bioships versions.
- Empires using bioships are (temporarily) allowed to research tier 4 and 5 reactor boosters even with NSC enabled.
- Fix duplicated reactors for NSC strikecruisers, carriers and exploration ships.
- Fix duplicate zero point and dark matter reactors for colossus.
NHunter  [作成者] 5月13日 8時03分 
@Tal'Raziid, bioship components are a work in progress.

@IGF_HMMurdock, do you mean there is no upgrade from vanilla components to corresponding ESC upgraded versions? Or between different tiers of ESC components? The latter would be a bug, the former can be addressed to an extent by component progression submod (I've never been able to make auto-upgradeable "ships" like starbases to work quite right, but normal designs usually work)
IGF_HMMurdock 5月13日 5時54分 
Fairly new to this mod so apologies if this has been asked before. Is there a way to trigger starbases and science ships to upgrade to the improved components? They do it for vanilla advanced tech like dark matter and psi, but not for improved neutromium armour, improved singularity reactor etc.
Tal'Raziid 5月12日 22時22分 
Actually, there's a buncha techs that dont have bioship versions for me; is that intended?
Tal'Raziid 5月12日 15時49分 
Is the Dimensional Spike not available for bioships?
[TmX]Handepsilon 5月12日 8時09分 
whoops, nvm actually. My mistake I think they're all good now
NHunter  [作成者] 5月12日 8時03分 
@[TmX]Handepsilon, can you pinpoint which jobs/buildings still are bugged? I'm pretty sure I've removed all of the 'bad' jobs from Central Research Bureau / Culture Nexus and variants / Watcher of Eternity.

I'll take another look at the production jobs, but I'm pretty sure the game recognizes add modifiers on baseline researchers.
[TmX]Handepsilon 5月12日 2時49分 
Hey, sorry to bother you again, but the bug with the jobs are still there

Also, one more thing : economic_category for Researchers only supports multiplier, and not additions, so you may want to redirect it to... for example : Physicist for Dark Matter and Biologists for Zro.
LauraTons 5月11日 20時35分 
Would it be possible to get a submod that makes all bioships and bio components only take food and no alloys to produce?
Lyv 5月11日 17時35分 
The new version of the Energy Siphon is a useful and interesting weapon for players who use space fauna (like Tiyanki) as their main fleet. However, it underperforms in the ESC environment. I real hope you can consider adding an ESC tier Energy Siphon weapon. QwQ
Lyv 5月11日 17時24分 
May I ask if you could add weapons like "Advanced Energy Siphon" for space fauna? qwq
NHunter  [作成者] 5月11日 15時27分 
Nope, there is still quite a bit more to be done before bioships have access to all of the stuff they should. I'm probably not even halfway done actually. That said, I did feel like it is better to start releasing actual bioship updates as I get big chunks done, rather than making everyone wait for a couple of extra weeks with bioships being completely locked to just vanilla components in the meantime.

The mod can be added mid-game, but some of the event-triggered stuff (mostly, leviathan-related) may not trigger retroactively. Adding global ship designs overwrites midgame will not not update already-existing "NPC" ships. So to get stronger enclaves / FE ships / whatever with it, you will need a new game (technically, FE have events that give them new fleets, but...)
FiauraTheTankGirl 5月11日 14時50分 
Does this mean it's ready to work with meat ships on an equal level?
Can we add it mid-game?
NHunter  [作成者] 5月11日 12時08分 
MOD UPDATE:

- Enable advanced matter disintegrators, tiyanki beam cannons and voidspawn missiles for bioships.
- Add vanilla and vanilla-adjacent ESC-tier energy weapons for domesticated space fauna and bioships.
- Psionic weapons are now fully usable on bioships.
- Add alternate graphics for psionic torpedoes and strikecraft for bioships.
- Update component costs for bioship versions of biological, crystalline and psionic weapons.
- Fix a bug with certain torpedo-sized weapons being available in the mauler G slot.
- Enable most armors for domesticated space fauna and bioships.
Kapitalisti 5月11日 7時26分 
@NHunter Ah good, I thought I had screwed something up with the install or other mods.
NHunter  [作成者] 5月11日 7時18分 
@Kapitalisti , bioship components are a work in progress. I should have the first batch of weapons coming either later today or tomorrow.

@姬红颜 , component progression overwrites tries to merge vanilla tech tree and its ESC extension. you can find the link up in the description
Kapitalisti 5月11日 2時23分 
Getting a weird bug: I'm using bio-ships but I still get the normal shit ESC techs which don't actually give any components. And I don't see any ESC tier techs for my bio-ships.
姬红颜 5月11日 1時35分 
Hello, my native language is not English. I found that my ship does not automatically upgrade from MOD accessories. May I ask if other MODs are needed to cooperate?
[TmX]Handepsilon 5月9日 9時23分 
@NHunter no, the problem is that since 4.0, a lot of jobs are merged together. Culture Worker is no longer a real job in the list and is merged together with Bureaucrats. Same with Science Director being merged with Politicians. A lot of other mods had similar problem too actually

I did a temporary fix on my own playthrough where the Culture Nexus simply creates Bureaucrat jobs instead.

If you want to know what gets merged with what, you can check the entries in pop_jobs folder. I will say that most of the replacements are Bureaucrat and Politician jobs.
NHunter  [作成者] 5月9日 6時23分 
Yes, nothing has been taken. Steam does being buggy with pictures, though... It just randomly decided to remove two of those and doesn't let me update them back into view. Will fix sometime later when it works properly again

unfortunately, the mod is just a bit too expansive to fit the entire tech tree on a single image that steam is willing to accept. There is a size limit to images it will let you upload.
ColossusCrusher 5月9日 5時57分 
I assume all of the leviathan components and stuff are still here, just not in the uploaded tech tree pictures?